Marvel’s Iron Man VR
- Provided guidance on systems design, level design and production processes for Marvel's Iron Man VR.
Rocket Arena
- Assisted with hero character design/implementation and general systems support.
Halo 5: Guardians
- Designed sandbox systems and engineered prototypes with a focus on controls and hero character design, including the introduction of Spartan Abilities to the franchise.
Star wars: First Assault
- Designed/Engineered core game systems and UI for multiplayer FPS.
- Managed schedules and tasks for 12+ cross discipline scrum pod, including 5 engineers at external Singapore studio.
- Oversaw design internship hiring process and acted as senior mentor.
Star Wars: The Force Unleashed II
- Principle designer for first level of game and E3 demo. Garnered five media awards at E3 2010 including “Best of E3” from GamePro and “People’s Choice” from GameSpot.
- Assisted with three other levels to improve quality and drive to schedule.
- Assisted with creating final release schedule and selecting levels to green light for full product.
- Won company wide Jedi Forge Award my first month on the team for outstanding contribution.
Lucidity
- Original Co-Creator of critically acclaimed XBLA title.
- Chosen amongst 16 games developed internally over a one-week period.
- Only original IP released by LucasArts on XBLA.
Indiana Jones and the Staff of Kings
- Supported scheduling and tasking for Systems Design and Level Design departments.
Star Wars: The Force Unleashed
- Supported scheduling and tasking for Systems Design and Level Design departments.
- Led development of a level authoring toolset, dramatically improving our ability to prototype and iterate.
- Played integral role in scheduling and tasking internal tools development as part of LucasFilm’s convergence project between LucasArts, ILM, LucasFilm Animation and LucasFilm.
Ghostbusters: the video game
- Assisted in tasking, milestone scheduling, building team structure and facilitating meetings.
- Developed internal wiki used to document design, concept art and milestone progress.
Metal Slug Anthology
Spy Hunter: Nowhere To Run
- Engineered new level editing tools, character & vehicle weapons systems, HUD, SFX and VFX.
- Designed three shipping levels, assisted w/ combat design, wrote in game dialogue & developed character bios.
Æon Flux
- Provided SFX & VFX engineering support, including design and development of a dynamic music system.